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    posted a message on Who Was The Hardest Kharazan Boss?

    Heroic Chess and the infuriating fight against heroic SMOrc and Malc. I may be a little salty because the good prince actually demonstrated some top level AI the first time I got my ringer deck to work. 

    Posted in: Adventures
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    posted a message on Weekly Card Design Competition #4.08 [SUBMISSION]

    Was really hard to balance because I would like the card to be viable but not ludicrous. 

    Posted in: Fan Creations
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    posted a message on Top 10 Worst Legendaries including ONK

    In order from "best" to absolute worst: 

    1. Skycap'n Kragg. A conditional finisher in an archetype with no minions above 4 health that see any play. In addition, Leeroy Jenkins does Kragg's job far better. 
    2. Acidmaw. I like BaronPanda's description of "for players who hate their own minions." Too high a cost for combos and far too weak to survive a turn. 
    3. Anomalus. Abysmal deathrattle with poor stats.
    4. Bolf Ramshield. Bolf has little impact with its lackluster attack and it can easily die for free if your opponent goes face.
    5. Hemet Nesingwary. Truly atrocious stats with a niche battlecry. Even with the rise of Beast Druid, Hemet would still never see play. 
    6. Lorewalker Cho. Really good in some Tavern Brawls and Adventures, but otherwise locks you out of your fast answers. Even worse, the opponent can kill it at their leisure and deny any value. 
    7. Nat, the Darkfisher. Drawing cards for your opponent is (almost) never a good idea and Nat's stats are not high enough to justify the drawback. 
    8. Millhouse Manastorm. You could lose the game outright playing this treacherous gnome. 
    9. Majordomo Executus. It is always too soon to become Ragnaros the Firelord. Just shout "YOU WIN. GOOD GAME!" as soon as Majordomo dies. 
    10. Trashbag... I mean The Boogeymonster. This card... I don't know why, but this is the only card in the whole game that pisses me off. It is just terrible on so many levels it is unbelievable. Lazy design, the stat to mana cost is way too high, it is far too slow to get going, ANY other 8 cost minion is better by default, and perhaps worst of all, it is not even fun bad like the last few legends. it is just boring and terrible. Waste of data, IMO. 
    Posted in: Card Discussion
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    posted a message on Heroic mode - wing 2 - a bit too easy?

    I think it is mostly because the AI is derpy as sin. Crone never buffing minions before attacking, Wolf not playing cards he could probably use, Julianne never using Romulo for aggressive trades on Heroic Mode...

    Also, as the game goes on, we will get more and more situational cards that will help in adventures, so it would be difficult to scale the difficulty for players that have EVERY card in the game versus just a few.

    I don't know, this whole adventure has been pretty easy. Been doing it all myself with no issue. The writing is fantastic though! 

    Posted in: Adventures
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    posted a message on Mourn Thread for Priest Class

    I figured Priest would be okay in Wild, given Priest has always done well against Paladin, but yea, the adventure cards they got are abysmal. I mean... you look at Purify, then look at Power Word: Shield, and you think... "What?" 

    Posted in: Priest
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    posted a message on Consistent order and wording: A necessity in rules and mechanics.

    So I have been playing Hearthstone since the release, and I do love the game. I have one major complaint with the game: Inconsistency. Card with text or mechanics that lead you to think they will work one way, but result in a different outcome. Examples include Tracking with ChromaggusDruid of the Claw versus Ancient of War, and anything involving Lord Jaraxxus

    It is not good for the game as a CCG or for new players if cards have inconsistent logic applied to them. CCG's have to maintain a consistent logic in order to be intuitive and predicable, otherwise misplays and errors occur because the player is given unclear instructions and mechanics. 

    So, here are a list of suggestions I would like to propose for the sake of consistency and logic in the game. It is kind of a long list. 

    Here is a basic rundown of order of events during the playing of a minion in a chain in order to make sense, and should ALWAYS happen in this order:

    1. Minion mana cost is paid.
    2. Minion is played.
    3. Battlecries and Choose One effects are triggered, then resolved.
    4. Secrets that trigger on minions being played activate and resolve. (Yes, this does effectively make Lord Jaraxxus immune to some secrets, but it logically makes sense, because he is not being played as himself, he is transforming your hero with his battlecry.)
    5. Death check is run.
    6. If a deathrattle triggers, resolve it.
    7. Cards with the text "after a minion is summoned/played" activate and resolve.

    For spells, the order should be:

    1. Spell is cast and mana is consumed
    2. If Counterspell is in play, trigger it.
    3. Minions that activate on spell casting activate in order of summoning, each resolving before the next begins.
    4. Spell's effect is applied and cost is paid, if any (i.e. Soulfire)
    5. Death checks are run.
    6. Deathrattles activate.
    7. Minions with the text "AFTER a spell is cast" activate. This prevents the new wonky interactions with Wild Pyromancer, as it should really activate after the spell is complete because it is the resolution of the spell being played.

    For area of effect cards activating multiple deathrattles, the order should be:

    1. Spell activates.
    2. Death check is done (every minion or hero that should die dies here).
    3. Deathrattles go off in order they were played, as they always have, but each one has to resolve before the next can begin.

    I know this sounds nitpicky, but this is to prevent silly situations where an opponent died to Leper Gnome but then saved with Zombie Chow, or a minion is saved because of a buff they should not have otherwise gotten. 

    Truesilver Champion should trigger before Explosive Trap, if only to match the tense of the words. It is another minor point, but if any minion or hero hits zero health, they should really be killed on the spot, 

    Change the word "draw" in Tracking to the clause "select one, add it to your hand." You are adding a card to your hand, not by drawing, so it would logically not trigger Chromaggus or Shadowfiend.

    Druid of the Claw has its text be more in line with Druid of the Flame and Druid of the Saber, so it is clear just by reading the card, you know what it is actually going to do. 

    Heroes can no longer gain tribal tags, to prevent confusion with Lord Jaraxxus. Again, he transforming your hero, not being played as himself. 

    Secrets should always have a speed priority over minions, so if they cancel a spell that would trigger a minion, the minion does nothing.

    That is all I can think of for now. Let me know if you all have any suggestions along the save vein, were logic is applied in every case constantly to prevent strange interactions and confusion. 

    Good luck, have fun! 

    Posted in: General Discussion
  • 1

    posted a message on Consistent order and wording: A necessity in rules and mechanics.
    Quote from RoccoLaRochelle >>

    what can you expect from a game where you have these two cards?

    Animal Companion vs Call of the Wild

    take a momento to think about it...

     Ahahahaha! Brilliant point!
    Posted in: General Discussion
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    posted a message on Why Blizzard doesn't usually like mind games in Hearthstone?

    Well, two things about C'Thun:

    1. The battlecry triggers the animation, so if the battlecry misses, why should it do anything? It has nothing to target. 
    2. The opponent needs to know where C'Thun is at for minions that trigger when he has 10 attack. It would be kind of cheesy to just suddenly be whacked with two 4/10 Klaxxi Amber-Weavers and not know what in the world is going on.
    Posted in: General Discussion
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    posted a message on GLITCH: Confessor Paletress will summon Old Murk-Eye in Standard

    So, I was derping around with a Randuin deck after unpacking a golden Yogg-Saron, Hope's End and found out Confessor Paletress will summon Old Murk-Eye even though he was banned from Standard. Just wanted to give you all a heads up.

    Posted in: Priest
  • 3

    posted a message on Anomalus

    Great with N'Zoth the Corruptor... Oh wait. 

    Posted in: Anomalus
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